r/hyper3d_rodin

▲ 92 r/hyper3d_rodin+3 crossposts

Rodin Gen-2.5 Is Out: Faster Generation, Adaptive Thinking Effort, and Sharper Fine Details

Soon available for comparison on our 3D Arena, side-by-side.

Rodin Gen 2.5 just got announced, and the new update looks pretty strong.

Key points they’re showing:

  • Up to 10M polygon generation
  • 1M-poly output in around 4 seconds
  • Different “thinking effort” levels depending on asset complexity
  • 3D-native textures with better detail handling
  • Batch generation up to 10 results
  • More control for converting models into parts

The detail level looks noticeably stronger now, especially for high-frequency surface details, close-up renders, collectibles, and 3D printing-style assets.

Curious to see how it compares directly against Tripo, Meshy, and other 3D AI generators in the same prompts.

Just tried the closed beta of Rodin Gen-2.5

This one was generated with Extreme-High quality and exported as a 2 million polygon model. Rodin still seems a bit weak when it comes to anime-style art or deformed strong characters, but even so, the amount of detail it can produce is honestly pretty impressive.

Still testing different references and settings, but Gen-2.5 already feels like a solid step up for high-detail 3D generation.

u/Proper-Flamingo-1783 — 2 days ago
▲ 42 r/hyper3d_rodin+2 crossposts

Building a UE5 vehicle combat game using AI-Generated 3D assets

A stylized vehicle combat game being built in Unreal Engine 5 by an indie developer using AI-generated 3D assets with Rodin gen 2.0 Hyper 3D

The workflow is surprisingly straightforward: rough ideas and scratch designs are first refined into clean references in NanoBanana, then generated into 3D assets using Rodin Gen 2.0, followed by Smart Low Poly mode for AI retopology before moving into Blender and Substance Painter for texture rebaking, cleanup, and final adjustments.

One of the most useful parts of the workflow has been rodin smart low poly mode it actually produces very clean and usable topology, making the assets much easier to work with afterward and significantly reducing the amount of manual cleanup normally needed.

The final project is assembled and polished inside Unreal Engine 5.

u/Certain_Friendship16 — 3 days ago
▲ 59 r/hyper3d_rodin+1 crossposts

Rodin Gen-2.5 is NEXT LEVEL!

Tested by T-Boy on Rodin Gen-2.5 update, using its extreme-high & high modes.
Hyper3D Rodin is the first 3D AI to achieve 10M+ polygons, the micro-level surface details are incredible!

u/AdFinal7385 — 3 days ago
▲ 202 r/hyper3d_rodin+3 crossposts

AI Retopology Turned a 1 Million-Face Mess into a Clean 3K-Face Mesh

I tested the retopology in the new Rodin Gen 2.5, and honestly, I was surprised by the result.

The original mesh had almost 2 million polygons and pretty messy topology. Rodin managed to optimize it down to around 3,000 faces while keeping the overall shape readable and producing a much cleaner quad-based mesh.

It is obviously not a perfect final production mesh, but as a starting point, this is actually very useful. You can treat it almost like a clean base mesh or blockout and continue modeling, refining, baking, or rebuilding details from there.

The PBR textures also came out pretty decent, which makes the result feel more complete instead of just being a simplified mesh with no usable material information.

Stats:

  • Input: almost 2M polygons
  • Output: around 3K faces
  • Cleaner quad-based topology
  • Decent PBR textures
  • Useful as a base mesh / starting point for further work
u/3dskilled — 8 days ago
▲ 94 r/hyper3d_rodin+3 crossposts

New 3D AI Model Generates High-Fidelity Sculpt-Level

Rodin Gen-2.5 is looking really strong as a high-detail sculpt starting point.

What impressed me most is not just the amount of detail, but how useful this can be in a real 3D workflow.

Instead of starting from a blank mesh, you can quickly generate a high-fidelity base, bring it into Blender, ZBrush or any other 3D software, and continue sculpting / refining from there.

The biggest thing here is time saving.
For creatures, characters and complex assets, this can save a huge amount of time because you already get the main silhouette, forms, surface detail and overall direction very quickly.

Then the artist can spend more time improving the asset instead of building everything from zero.

Why this feels useful:

• strong high-detail sculpt base
• good starting point for creature design
• fast way to block out complex forms
• useful for further sculpting and cleanup
• saves a lot of time in the early production stage
• can be pushed further in Blender / ZBrush
• feels more like a workflow accelerator than a “one click final asset” tool

In the video, I’m showing a winged dragon generated with Rodin Gen-2.5 from Hyper3D, and the amount of small surface detail is honestly impressive.

u/Delicious-Shower8401 — 7 days ago
▲ 69 r/hyper3d_rodin+4 crossposts

Experimenting with AI Games

Just took a car game by Alejandro León and did a quick experiment with AI games.

Generated cars with Hyper3D.AI, auto-split into body & wheels via Bang-to-Parts, then dropped everything into Omma.

Still rough, but the iteration speed is kind of crazy.
Feels like we’re getting close to“prompt → playable game elements” loops.

u/Proper-Flamingo-1783 — 10 days ago
▲ 17 r/hyper3d_rodin+5 crossposts

3D printed Bunny Tank

I used Local Modify feature of Hyper 3D.ai to add a tactical scope to this bunny tank, and attached two carrot missiles on both sides.Then split the model and 3D printed it.
I prefer a low-poly style, so the surface isn't smooth.
Once printed, just glue the parts together, and it's all finished. The part split is clean and well-balanced, and all the details came out perfectly.

u/Spare_Berry4010 — 8 days ago
▲ 22 r/hyper3d_rodin+3 crossposts

Sharing my goblin guy workflow

Generated this goblin character in Blender using the Rodin add-on, then rigged it with EasyRig.
After placing a few markers, I used voxelized skin binding and exported it with the UE5 mannequin skeleton setup.

In Unreal Engine, I imported the character, assigned the texture to the material, selected the UE mannequin skeleton, and swapped it into my player character. After that, the goblin was fully playable. As a quick playable-character test, this workflow was really fun.

u/Mysterious_Gas_8793 — 12 days ago

Alien Structures and creatures

Biological alien building, created with Hyper3D. I created an image and was easily able to turn it into a usable model with the low poly meshing feature.

u/EvoxMusic88 — 12 days ago